KeyboardInput
Inherited from BaseObject
{client-only}
KeyboardInputs serve as a wrapper for a single KeyCode they are easy to re-map as a result you should have a separate KeyboardInput
for each action such as jumping, walking forwards, backwards, etc.
Constructors
-- Example of a KeyboardInput for walking forward
local walkForward = KeyboardInput.new(Enum.KeyCode.W)
-- Example of a KeyboardInput for sprinting forward forward as it requires shift to be pressed for it to fire
local sprintForward = KeyboardInput.new(Enum.KeyCode.W, true)
Enable
{internal}
Re-connects internal connections to handle events.
keyboardInput:Enable()
Disable
{internal}
Disconnects internal connections to handle events.
keyboardInput:Disable()
Events
All event callbacks have an InputObject as their first and only argument.
Began
keyboardInput.Began:Connect(function(inputObject)
print("KeyboardInput began")
end)
Ended
keyboardInput.Began:Connect(function(inputObject)
print("KeyboardInput ended")
end)
Changed
keyboardInput.Began:Connect(function(inputObject)
print("KeyboardInput changed")
end)
Read-only Properties
Name | Description |
---|---|
Active | Boolean tells if the user is currently pressing the required keys |
Read-write Properties
Name | Description |
---|---|
Shift | Boolean decides if shift needs to be down for any events to fire |
KeyCode | Enum.KeyCode KeyCode |